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The Rod of Seven Parts Original Recruitment

Malvoisin

First Post
CB,

I updated my first post with a couple of paragraphs which detail my character concept more fully. Comments welcome.

I will also soon be fleshing out a brief background which incorporates some of the geography/history of the campaign setting.

Thanks!
Mal
 

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Phud : Male Half-Orc Sorcerer 1

[sblock]Phud
Male Half-Orc Sorcerer 1
Alignment: True Neutral
Height: 6' 10''
Weight: 340#
Hair: Black
Eyes: Brown
Age: 15

Str: 20 (+5) [16 points, +2 racial]
Dex: 10 (+0) [2 points]
Con: 12 (+1) [4 points]
Int: 6 (-2) [0 points, -2 racial]
Wis: 8 (-1) [0 points]
Cha: 14 (+2) [10 points, -2 racial]

Class and Racial Abilities:
+2 Str, -2 Int, -2 Cha, Darkvision 60 ft., Orc Blood; Summon Familiar.

Hit Dice: 1d4+1+3
HP: 8
AC: 10 (+0 Dex)
ACP: +0
Init: +0 (+0 Dex)
Speed: 30ft

Saves:
Fortitude +1 [+0 base, +1 Con]
Reflex +0 [+0 base, +0 Dex]
Will +1 [+2 base, -1 Wis]

BAB/Grapple: +0/+5
Melee Atk: +5
Ranged Atk: +0

Skills:
Bluff +6 [4 ranks, +2 Cha]

Feats:
Toughness

Languages: Common, Orc.

Spell/Day – 5|4
Spells Known DC +2
0th – Acid Splash, Detect Magic, Flare, Ray of Frost
1st – Charm Person, Shocking Grasp

Equipment
Traveler’s Outfit (worn)
Familiar (100gp)
Heavy Mace (12gp, 8#, belt)
Belt Pouch (1gp, 0.5#, belt)
6 Darts (3gp, 3#, belt)
Money (4gp, pouch)
------------------------------
Total (120gp, 11.5#)

Background: Phud works as a bouncer at the Golden Cockatrice. Although seemingly dull witted, many a patron tries to make nice with the half-orc because he tends to go easy on his friends. At any rate he takes his job seriously and tries to keep the peace. Phud has found that his natural magical talents have come in handy in dealing with surly patrons. He is most often found with his raven companion, Bird, on his shoulder and he sometimes utilizes his heavy mace to knock out the uncooperative patron. There are many who think that Bird is a much better conversationalist then the dull witted Phud.

Companion:
Bird; Male Raven; Tiny Animal; HD 1d8; hp 4; Init +2; Spd 10 ft., fly 40 ft. (average); AC 15 (+2 size, +2 Dex, +1 natural), touch 14, flat-footed 13; BAB +0; Grp -13; Atk/Full Atk +4 melee (claws, 1d2-5/x2); SA -; SQ low-light vision; AL TN; SV Fort +2, Ref +4, Will +4; Str 1, Dex 15, Con 10, Int 6, Wis 14, Cha 6.
Skills & Feats: Bluff +2, Listen +3, Spot +5; Weapon Finesse.
Special: Alertness, improved evasion, share spells, empathic link.
Language: Common.[/sblock]
 
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BRP2

First Post
I'm going to play a weird concept if you don't mind. Kind of a "soulless" fellow who pretty fakes his way to be normal, but at the same time is somewhat a super genius. I'm hoping for a tactician type of player, but I'm not one to metagame, so sorry if his stats are not too great ;o. Will you allow a trait from UA btw? I'm very interested in having something that gives him a small edge in Will saves, but at the cost of Fortitude(+1/-1). Finally, I was wondering if there is any change I could get some Knowledge skills as class-skills, maybe at a cost.

H.L., Male Half-Elf ROG1, N

Here is some basics (sorry if the background information is all mumble-jumble, I'm going to fix it later, tired right now).

[sblock]H. Lewit

Male Half-Elf Rogue 1
True Neutral
Representing BRP

Strength 8 (-1)
Dexterity 14 (+2)
Constitution 10 (+0)
Intelligence 18 (+4)
Wisdom 10 (+0)
Charisma 14 (+2)

Size: Medium
Height: 4' 9"
Weight: 105 lb
Skin: Pale
Eyes: Black
Hair: Black; Curly; Beardless

H. Lewit is a short and skinny half-elf who looks as if he hasn't been outside for years. From a distance he looks incredibly frail and ill, but with a closer look he is really as healthy as the average human. His fingers are oddly long and his eyes seem dead almost. While he isn't very charming in appearance, his calm and collected nature often gives people the idea that he is incredibly charismatic. H.L. as almost everyone knows him, is simply referred to as an odd one. He is natural genius and is rarely beaten at any type of strategy game he makes an effort to study.

He is very straightforward and honest, but at the same time sneaky and plotting. He seems to favor neither law or chaos, nor good or evil. He usually does whats in his best interest, but not at a great cost to others. He has little remorse for any actions he does, but will always apologize if asked to. He doesn't grow attached to anybody, but he does enjoy people's company and will even work for their best interests, for no real reason, maybe outside entertainment.

H.L. has often been called soulless, because of his alien behavior. A man of nature once told him that he seemed more like an unintelligent animal soul stuck in a man's body than a real person. H.L. has never loved anyone nor has he ever been in a situation where people have loved him. If this is ever brought to his attention, as an insult or otherwise, he simply shrugs, not completely understanding the point. He is fatalistic, but doesn't preach fate. He has no real fear of death, but even he can't prevent the body's natural response to fear.

Despite being so isolated, H.L. has taught himself what he thinks is how a normal person thinks, hoping to succeed in finding fun activities, and will adopt these traits if the situation calls for it. He also knows what people want/need to hear, making him quite charismatic. He never completely abandons his quirkiness even when he does his best to act normal. He will sometimes slip when he hears something he doesn't completely understand, sometimes as basic as a parent explaining their love for their children, and will ask "But, why?".

H.L. has always been a natural Rogue growing up. He has a cat-like curious nature that lead him to sneaking around, learning languages/games/strategy, and taking things apart, which has made him very resourceful. He was(and still is) homeless since he could remember and stole to survive. Nowadays, he hangs around the Golden Cockatrice, convincing people to try their luck at a game of strategy if they are doing bad at games of luck. Every piece of equipment he owns was obtained from this method. He has become quite popular in the area, people always try to guess what the H in his name means or think they can beat him at a game of chess.[/sblock]
 
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Malvoisin, I like Please and Thank You. I often name my characters' weapon(s). I guess I like campy-ness. :p Half-orcs will meet with some cultural bias in and around Teggest. Year 62 AV (the current year for those who haven't read the OP in full) in the setting marks the 50th anniversary of an invasion of orcs and undead in Teggest. There's still a lot of hard feelings to go around.

Tailspinner, I know you said Phud is a bouncer at the Golden Cockatrice, but 400 lbs is really hefty, even for 6'10". I don't know whether to be impressed or concerned that Phud would fall through every chasm-spanning rope bridge he tries to cross. :cool:

BRP2, your character background reads like a psych eval. Is Lewit based on someone you know? I'm sorry, but no, I am not allowing UA material. I own that book but the material in there isn't what I want for this campaign. Knowledge (local) is already a rogue skill per the PHB, and that's pretty much what I want to stick with for the rogue class, so again, sorry but no on making other knowledge skills class skills for rogues.

I look forward to reading everyone's character ideas when they start arriving. Thanks for the submissions thus far.
 

BRP2

First Post
Okay, I understand, it's fine. Two questions though. In books like Complete Warrior, they mention different methods of using knowledge skills(or other skills for that matter), do you plan to allow those skills be used in those methods? Also, I was curious if you would allow something to represent the character's skill in strategy games like Chess(or whatever games you had in mind) like Profession(betting on his games) or even Perform?. (I don't mean to be annoying, I just want to see all my options ;p )

Anyway, Lewit is based on many personalities from both real life and literature. One prime example(from literature) would be Chauncey Gardiner from the book "Being There", who pretty much has no experience with people and learns everything from watching TV until he becomes an adult. I wouldn't call him evil, at least not at this point anyway. I'm not sure if I described him right, but he is rather more "alien" in thought than psycho. To make things more confusing, he pretty much knows how "crazy" he is. Just a really strange guy with a strange way of thinking really. I'm sorry if he strays far from the natural campaign world, I'll add something that cermets him more into the setting in the final draft.
 
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Oh, I didn't mean "psych eval" meanly. I simply was strongly struck by how the background that you wrote very much reads like it came from a case file.

In past tabletop games when games of chance have been part of the adventure, sometimes we've actually sat at the table and rolled dice to see who won at bones or whatever game was being played. Games of chance, however, are a pretty far cry from games of strategy like chess. If such strategy were to come up in a campaign of mine, I would by far and away prefer to see it roleplayed by hand rather than go with mere dice rolling. If, however, I were going to name a skill from the PHB to cover gambling, I would probably go with Profession (gambling), just as you suggest. While gambling, I could see skills like Bluff, Sense Motive, or even Disguise Self in play. But please don't be fooled by the description of the Golden Cockatrice in the Adventure Synopsis--this game may start off in a gambling hall but it sure won't be anywhere near one in short order. What I'm saying is I'm not sure how useful skill ranks in gambling may be...but, then again, I certainly understand spending skill ranks for no other reason that the character exists fully fleshed out in the player's mind and he/she wants the numbers and stats to match the individual, regardless of utility during play.

I understand wanting to see all available options. I own Complete Warrior. It won't be in play for this campaign, but sometime tomorrow I'll pick it up and peruse the section on Knowledge skills that you're asking about. I'll need to get back to you on that to see if the book is a match for how I already use skills in past games.
 

Garrrrr---it's late and the baby is asleep for the night. And I forgot to fetch the MM to look up wildshape. I'm terribly sorry, but that too will need to wait. I seem to recall playing wildshape more like polymorph, if that helps. I know I have a preference, I just forget what that preference is. ;)
 

BRP2

First Post
Yeah, I'm only really interested in just adding flavor to the character, nothing more. I don't intend for the character's gaming skills to be of any importance outside some references in role-playing and maybe to describe what he is doing during his downtime. Anyway, good luck on recruiting. Feel free to post more details about your campaign or house rules, I'll be reading.
 

Shayuri

First Post
CanadienneBacon said:
Garrrrr---it's late and the baby is asleep for the night. And I forgot to fetch the MM to look up wildshape. I'm terribly sorry, but that too will need to wait. I seem to recall playing wildshape more like polymorph, if that helps. I know I have a preference, I just forget what that preference is. ;)


No worries. I've got a couple of other concepts going as well...
 

Gamad - Male Dwarf Transmuter 1

[sblock=Character sheet]
Strength 8 (-1) ; Dexterity 16 (+3) ; Constitution 14 (+2)
Intelligence 18 (+4) ; Wisdom 14 (+2) ; Charisma 4 (-3)

Alignment: Chaotic Good
Gave up: Enchantment Necromancy
Languages:Common, Draconic, Dwarven, Giant, Goblin, Undercommon.

Total Hit Points: 6/6
Speed: 20 feet
Armor Class: 13/17 = 10 +3 [dexterity] +4 [Vs. Giants]
Touch AC: 13
Flat-footed: 10

Initiative modifier: +3 = +3 [dexterity]
Fortitude save: +2/+4 = 0 [base] +2 [constitution] +2 [Poison]
Reflex save: +3 = 0 [base] +3 [dexterity]
Will save: +4/+6 = 2 [base] +2 [wisdom] +2 [Vs. Spells]
Attack (handheld): -1/0 = 0 [base] -1 [strength] +1 [Vs. Orcs & Goblinoids]
Attack (unarmed): -1/0 = 0 [base] -1 [strength] +1 [Vs. Orcs & Goblinoids]
Attack (missile): +3/+4 = 0 [base] +3 [dexterity] +1 [Vs. Orcs & Goblinoids]
Grapple check: -1 = 0 [base] -1 [strength]
[sblock=Feats]
Spell Focus (Transmutation)
Scribe Scroll
[/sblock]
[sblock=Skills]
Skill Name(Ability) Skill Modifier = Ability Modifier + Ranks + Misc. Modifier
Appraise (Int) 4/6 = +4 +0 +2 (stone&metal)
Balance (Dex*) 3 = +3
Bluff (Cha) -3 = -3
Climb (Str*) -1 = -1
Concentration (Con) 6 = +2 +4
Craft Alchemy (Int) 6 = +4 +2
Diplomacy (Cha) -3 = -3
Disguise (Cha) -3 = -3
Escape Artist (Dex*) 3 = +3
Forgery (Int) 4 = +4
Gather Information (Cha) -3 = -3
Heal (Wis) 2 = +2
Hide (Dex*) 5 = +3 +2
Intimidate (Cha) -3 = -3
Jump (Str*) -7 = -1 +0 -6 [speed 20]
Knowledge arcana (Int) 6 = +4 +2
Listen (Wis) 2 = +2
Move Silently (Dex*) 5 = +3 +2
Profession (Wis) 4 = +2 +2
Ride (Dex) 3 = +3
Search (Int) 4/6 = +4 +0 +2 (search stone)
Sense Motive (Wis) 2 = +2
Sleight of Hand (Dex*) 4 = +3 +1
Spellcraft (Int) 8 = +4 +4
Spot (Wis) 2 = +2
Survival (Wis) 2 = +2
Swim (Str**) -1 = -1
Use Rope (Dex) 3 = +3
[/sblock]
[sblock=Spell Book]
Zero-level Transmuter spells: 4 (3+1) per day 14/16
Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Dancing Lights, Flare,
Light, Ray of Frost, Ghost Sound, Mage Hand, Mending, Message, Open/Close, Arcane Mark,
Prestidigitation.
First-level Transmuter spells: 3 (1+1+1) per day DC:15/17
Enlarge Person, Reduce Person, Magic Weapon, Feather Fall, Color Spray, Mage Armor
Endure Elements.

[/sblock]
[sblock=Racial and Class Traits]
Dwarf:
• +2 constitution / -2 charisma (included)
• Can move 20 feet even if in heavy armor
• Darkvision (see 60 feet in pitch-dark)
• Stonecunning (+2 on searching stone, intuit depth) (included)
• +4 to avoid being bullrushed while standing on ground
• +2 racial bonus on saves vs. poison (included)
• +2 racial bonus on saves vs. spells / spell-like abilities (included)
• +1 racial bonus to hit orcs and goblinoids (included)
• +4 dodge bonus on AC against giants (included)
• +4 stability bonus to avoid being tripped/bull rushed standing on ground
• +2 racial bonus on appraise checks if stone/metal (included)
Wizard (Transmuter):
• Familiar / Alertness, etc.
• Bonus Feats (already included)
• High intelligence gains bonus spells daily
• Specialist gets 1 extra transmutation spell/level/day
[/sblock]
[sblock=Equipment]
Light load:26 lb. or less
Medium load:27-53 lb.
Heavy load:54-80 lb.
Lift over head:80 lb.
Lift off ground:160 lb.
Push or drag:400 lb.


Simple Gear:
Simple Cloth + Robes + Hood.
BackPack 2lb.
SpellBook 3lb.
Light Crossbow 4 lb. [On Hamor]
Quarterstaff 4 lb.
Bolts, crossbow (10) 1 lb. [On Hamor]
Map Case 0.5 lb. [On Hamor]
Spell Component Pouch 2 lb.
candles (10) [On Hamor]
Vial of Ink [On Hamor]
Inkpen [On Hamor]
Personal Clay Mug 1 lb. [On Hamor]
Water Skin 4 lb. [On Hamor]

Magical and Unique Gear:
Acid Flask 1 lb.
Summon monster I scroll [Scroll Case]

Wealth:
Gold: 10
Silver: 7
Copper: 8
[/sblock]
[sblock=Hamor The Donkey]
Size/Type: Medium Animal
Hit Dice: 2d8+2 (11 hp)
Initiative: +1
Speed: 30 ft. (6 squares)
Armor Class: 13 (+1 Dex, +2 natural), touch 11, flat-footed 12
Base Attack/Grapple: +1/+1
Attack: Bite +1 melee (1d2)
Full Attack: Bite +1 melee (1d2)
Space/Reach: 5 ft./5 ft.
Special Attacks: —
Special Qualities: Low-light vision, scent
Saves: Fort +4, Ref +4, Will +0
Abilities: Str 10, Dex 13, Con 12, Int 2, Wis 11, Cha 4
Skills: Balance +3, Listen +3, Spot +2
Feats: Endurance
Environment: Temperate deserts
Organization: Solitary
Challenge Rating: 1/6
Advancement: —
Level Adjustment: —

Equipment:
Riding Saddle 25 lb. ; Saddle Bags 8 lb.
[/sblock]
[/sblock]
[sblock=Appearance]
Size: Medium ; Height: 1.30 m ; Weight: 70 Kg ; Skin: Albino
Eyes: Dark Brown ; Hair: Bald with uncombed beard.
Age: 60, Second Tinuday on the winter month Ladot, 2 AV
[/sblock]
[sblock=BackGround]
Banished from his kin and underground tribe in The dwarven Kingdom of Orebiter, and referred as a walking curse and son of a demon among the mountain dwellers. Gamad is an albino dwarf, suffering from birth defects, his face and body are slightly deformed.
big ears, un symmetric hands and eyes and a slight hunchback can be seen by naked eye, that is why the spell caster is hooded most of the time.
His kin slaughtered his mother and banished her soul back to the abyss, saying she practiced the dark ways of the arcane and formed bonds with demons, in return for her vile ceremonies the wicked and evil creatures gave the childless woman a gift, she was impregnate. Dwarven stories tell about half-demon half dwarf child that grow in her womb, from those legends and tales Gamad suffered. when the elders saw he inherited the ability to wield the arcane power, he was banished from his home land, accused by the same crimes his mother did. Leaving his home with a swear to the never come back, hooded and hidden from sight, Gamad packed his stuff and memories and traveled to the human lands, there he hoped to meet those who can accept him.

He arrived to the city of Teggest, where he found refugee and work in a local potions and herbal store, where he can master his alchemy profession.
[/sblock]
 
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